== Changes ==
-Machines will spawn later in game now
-Added Flashlights to all units
-First levels are now easier
-Changed ration distribution (You can't give units more then they need)
-Added additional info elements to unit selection
-Sudden-death Timer now a lot higher
-Description "Recharge Equipment" changed to "Recharge battery"
-Description "Overload" changed to "Overcharge (Blow up)"
-Description "NEW" changed to "FOUND"
-Description "BUILD" changed to "CRAFTED"
-Added Colors to bridges if they switch
-Added new Blocker traps
-Changed the time of some blocking traps to be less annoying
-Added Colors to machines if they change states
-Changed bossroom spawns to be less frequent

== Changes ==
-Patchnotes added
-Animations
-Splash Screen
-Credits added
-Camp UI : 50 %
-Mission UI
-Tier 2 Skills and Items : 50 %
-Unit Voice Acting
-Bugfixes]]>Important Notice:
We've been made aware that our discussion board was closed. This was not intended. We have reopened it and apologize for the mistake
update_08.png
Hello everyone.
Here we are with the second content update for The Fifth Expedition…]]>Fri, 06 May 2016 18:22:32 +0000Important Notice:
We've been made aware that our discussion board was closed. This was not intended. We have reopened it and apologize for the mistake

Hello everyone.

Here we are with the second content update for The Fifth Expedition.

This time around we've done a lot of things under the hood.
Most importantly, the alert system. The game now keeps track of the alert level within each map. Destroying parts of the security system or getting spotted by cameras will increase the alert level.
If it goes to high, new enemies will emerge into the map and complicate matters.

Also of note: an overhaul to the movement system that gives every character a bit more of an self preservation instinct.
Characters will now try to avoid traps they can see and, unless ordered to be reckless, refuse to cross obviously harmful areas, asking for new orders instead.
The system will be expanded in future updates to make the characters AI and pathfinding even smarter and including the perception attribute into things.

Additionally, we added some quality of life abilities.
One such is that characters who fall into holes will no longer automatically be killed, but try to grab onto the edge.
If their strength attribute is high enough, they'll just pull themselves up. If not, another character can pull them up if they arrive in time.

Also new: Once any enemy has been damaged by a character, you'll be able to hover over them to see their hitpoints.

These are just some examples in a long list of small changes and fixes. For a full picture, take a look at our patch notes.

We're hoping you'll enjoy the new additions while we work on the next batch of improvements and new content.
- The Snapjaw Games Team]]>signature.png]]>Fri, 06 May 2016 10:22:58 +0000]]>Ghost Armor: Become undetectable while not…]]>Tue, 12 Apr 2016 11:27:15 +0000
Just for a quick update and to make the little news update a bit more interesting, here's some previews for new items we will be adding with the next update, which is fast on it's way.

Ghost Armor: Become undetectable while not moving.

Shield Generator: Gain a shield that absorbs some incoming damage.

Lastly, we're also adding a feature that will allow you to reclaim equipment from dead characters.]]>RoadmapThe Fifth Expedition is a game under active development. As such, not every planned feature is fully implemented yet.
This roadmap serves as an outline of what we currently have planned.
We will update the roadmap with every major update to the…]]>Thu, 07 Apr 2016 14:15:42 +0000RoadmapThe Fifth Expedition is a game under active development. As such, not every planned feature is fully implemented yet.
This roadmap serves as an outline of what we currently have planned.
We will update the roadmap with every major update to the game to reflect the current state of things.
To give a better overview, the roadmap is split into two categories. The big things, game changing new features we have planned to flesh out the core gameplay. And the little things, minor tweaks and fixes we plan to implement to fine tune the game. This includes both our own ideas and changes as well as suggestions and feedback from the community.

===================================

The big things

Savegame System
Right now the game saves automatically after every mission. Eventually we want the system to be able to save anytime, anywhere and also keep track of the mission map you are currently on when you abandon that mission and come back to it afterwards. The system will come in 2 variants. Normal mode, in which the game saves automatically in regular intervals. Similar to something like Dark Souls, XCOM Ironman mode or Diablo 2. And Free Mode, a variant for people who want a more safe approach and be able to quicksave and quickload to their hearts content. This won't be the way it's intended to play, but we want to keep the option open for those who wish it.

Environment Variation
Currently, every level is sourced from the same tileset. In future updates we plan to add more variation to this tileset as well as add completely new tilesets that will appear as you progress through the game’s campaign. Speaking of which...

Campaign Mode
Right now, only the Endless Descent mode is available. In future updates, we will be adding the campaign mode, which adds story elements and a definitive end goal into and around the core gameplay.
Also included in this is a dedicated tutorial level that will go through the basics of gameplay step by step. You will also located the remains of the previous expeditions and find out what happend to them.

Medical Aid System
Over the course of a campaign, characters will start to experience the consequences of injuries more directly. Whereas right now, they take damage, heal up and truck on, in the full release we will eventually have a system where every injury carries the chance to inflict persistent wounds to the character. The more damage the character took, the higher the chance will be.
Such wounds will come with some penalties to the character’s performance, ranging from the minor downgrades to absolutely critical, crippling conditions.
To make sure the entire team doesn't end up completely broken down, there will be an option to select characters for medical treatment in the camp.

Research System
In order to flesh out the crafting and allow players to go after specific items they need, we will be implementing a research system.
With this, instead of creating a specific item from the list of available schematics, you will be able to select an item category and create a random item from within that category.
When a research project is complete, you will get to chose one of 3 random items to be build, adding both the item and the schematic for it to your inventory.

Player Skill Tree
Where right now we only have fixed player skills, in the full game you will be able to pick and choose which ones you want to take into each mission.
For every completed mission, you will get one additional skill point with which to unlock new abilities or upgrade existing ones.

Environment Interaction
In the game as it currently stands, the environment of every level is mostly static. We plan to implement more different things to be discovered that characters can interact with to directly influence the area around them. In both explosive and non-explosive ways.

Character Customization
Along with more different faces for characters, we will add the option to change their name and appearance at will. This will include hair style, skin and hair color, accessories and clothing colors.

The small things

Button system overhaul
Right now, buttons either switch something on or off. And there is no way of knowing what any given button will do.
We plan to change this so that buttons get separate models based on their functionality. While we do want to keep an element of "what will this do?" in the game, you should have a rough idea of what's in the cards when you use something.
Additionally, there will be buttons that do things other than switching randomly connected devices on and off. Like for example interacting with the alarm system.

Alarm system
Like buttons, alarms right now are very binary. We plan to change this so that there are multiple alarm levels that have different responses. From simply activating security measures in the area to actively calling in a number of mobile enemies in the area or even spawning completely new threats. You will be able to keep track of your current alarm level within the UI and have options to lower it or avoid it outright in some cases.
Resource penalties
Most resources will have a functionality assigned to them and if you run out of it, that functionality will no longer be available. This is mostly so having no more of any given resource actually carries some consequence with it.

Gas system
Because nothing says fun and games like having a system dedicated to calculating the spread of poison gas. In essence, we're working on adding the option for there to be gas of various kinds in the map. Cause by both the environment, enemies and your own equipment and taking the form of anything from friendly good healing gas to... the other kind.
UI / Effects / Animation fixes and updates
An ever ongoing process, the game’s UI, visual effects and character animations are in a constant state of being updated and improved. This will of course continue until we're happy with the result. Or the heat death of the universe, whatever comes first.

]]>Notice
This guide is not yet complete, more sections will be added later to explain the in depth mechanics of the game.The BasicsMissions
In the Fifth Expedition, you will face a series of scouting missions. Your goal in each mission is to find the…]]>Thu, 07 Apr 2016 14:12:54 +0000Notice
This guide is not yet complete, more sections will be added later to explain the in depth mechanics of the game.

The Basics

Missions
In the Fifth Expedition, you will face a series of scouting missions. Your goal in each mission is to find the control room and enter it with at least one person alive.

Once the control room is entered by one character, you can leave the mission and proceed. The mission also ends if either all characters are dead or the mission is aborted.

To abort a mission, at least one character must be in the elevator the mission was started from. When aborting a mission, all characters not in the elevator will be lost.

The control room in each map can be located via the radar (bottom right corner) where all characters and the control room entrance are indicated via a small dot.

The control room entrance itself is indicated by a set of two blue doors.
Control rooms usually come with heightened security measures that must be overcome before finishing the mission. In order to do so, often more than one character is needed. Although with skill and a bit of luck, most of them can be done solo, this is not recommended.

Debriefing
After every mission, no matter its outcome, a debriefing screen will come up. Here, you will have to distribute your remaining food reserves among your characters.
Giving a character 5 rations will leave them as they currently are.

Giving them less will reduce their max stamina (and health if given very little to none)

Giving them more will increase the max stamina and health lost due to prior reductions.

Camp
After the debriefing, you will return to camp. While there, you can prepare for the next mission. The camp is split into 3 screens that you can navigate between.

Center
In the center area, you can see and select which characters are set to go into the next mission, by default these will be the same characters that were on the last one.
The center screen is also where you can start the next mission and select your active skills (although this is not implemented as of now)
You can also skip a mission by using the skip button. Doing so will instantly deliver you to the Debriefing screen and back to camp.

Crafting
In the crafting area, you are able to craft new items. Simply select one of the 3 available project slots and then select which item to produce. You can only produce items for which you have the schematic. But when building them you can build as many as you can afford.
The selected items will be added to your inventory at the end of the next mission.
Instead of creating an item based on a schematic, you can also select research, which will create a random item of the selected category. When research completes you will be able to select one of 3 random items. The selected item will be added to both your inventory and to your list of schematics. Research is not yet fully implemented however.
In the inventory screen, you will have an overview of all items and the option to upgrade them, this is not yet implemented however.

Characters
In the character overview, you can look at each of your available characters in detail as well as change their equipment.
If a character is eligible for a level up, you can also assign points to the characters attributes from here.
Once it is implemented, you will also be able to manage medical treatment for wounded characters from here.

Controls

General
Use the W, A, S, D keys to move the camera.
Use F1 through F5 to quickly select a character.
Use Tab to open and close the minimap.
Use Space to enter or exit focus mode.
Use the Q and E keys to rotate the camera.
Use Esc to open the pause menu.
In camp, use either A, D or the Left and Right arrows to move between screens.

While a character is selected
Right Click on the map to order the character to move.
Use 1 through 0 to quickly select their actions.
Left Click on the map to deselect the character.
Left Click on an object to interact with it.
While selecting a target for an action, Right Click to cancel the action and Left Click to confirm.
When giving orders, hold Shift to issue more than 1 order at a time. The orders will be executed one after the other. Give any other order to cancel this.
Use I to open character details.
Use F to have the camera follow the selected character.

Characters

Attributes
Characters have five attributes. They all influence the performance of a character during scouting missions.
The default value of all attributes is 8, with 21 being the maximum and 1 being the minimum.

Strength: Reduces how much stamina is used when performing actions. Also influences how much Stamina the character has in total.

Speed: Influences how fast the character performs actions and moves on the map.

Recovery Sets Stamina regeneration rate during missions and how much health is regenerated after each mission. Also influences how much health a character has in total.

Toughness Provides damage resistance and influences both health and stamina.

Traits
Detailed info coming soon...

Equipment
Detailed info coming soon...

Items

Categories
Detailed info coming soon...

Armor

Weapon

Medical

Utility

Protection

Energy Cell

]]>If you like to make lets plays or streams of our game​:Please spare us sending thousand of mails to our email accounts and use :https://www.keymailer.co/g/games/24709 Instead !
We need to confirm your youtube / Steam / Twitch accounts before we give…]]>Tue, 05 Apr 2016 21:17:19 +0000If you like to make lets plays or streams of our game​:Please spare us sending thousand of mails to our email accounts and use :https://www.keymailer.co/g/games/24709 Instead !

We need to confirm your youtube / Steam / Twitch accounts before we give you a free key. There a way to much impostors going around for reselling keys.
You can also reach us directly via youtube on our snapjawgames channel, but we will always prefer keymailer .

Thank you very much !
And Game on !

The Snapjaw Games Team]]>Tue, 29 Mar 2016 12:08:16 +0000]]>Wed, 23 Mar 2016 09:15:03 +0000
1) Do you have any preferences on language? While english is fine for me I can still write faster in german
2) Is there some kind of overview of the current status of the game, so we don't go off on things that aren't even supposed to be done/read yet. Are there things that are set in stone anyways?
3) Similarly is there some kind of roadmap on the things that will be added?
4) Are you looking for specific kinds of feedback (General Gameplay, UX, Bugs)?

Thanks,
Sören]]>Wed, 16 Mar 2016 15:15:38 +0000
We are glad you trying to become a part of our Expedition!

This Forum will give you a way to communicate with our development Team!
You can post Suggestions, Feedback, BugReports, ask for help or just talk about the game with Players and Developers.

We will keep you updated here on what our current progress is, and answer your questions and reply to your suggestions as soon as possible.

The Game itself is currently open for Beta Testers with special Steam Keys. A Public Beta will not be available -> That would be more or less the Early Access release on Steam end of this month.

We hope you will enjoy your stay and become a part of our Community!
Enjoy playing the Fifth Expedition !